Suggestions and Requests

Yeah that's a good idea. I have a whole complex of ideas in this area that I would like to put into the game at some point.
 
Ai India is too weak in the late game. By the time I have reached the year 2000, the Indians are still discovering Coal. Any reason for that? This also applies to most of the revival civs outside Europe (Arabia, Indonesia, Egypt,)
 
Dinamic names for Italy.
In a recent game of mine i noticed that Italy was labeled as "Lombard League".
Well, that's not a name of a government or a territory, but the name of an ally against the emperor.
I think it is more accurate a different denomination based on italian capital city in medieval ages:
Florence: Grand Duchy of Tuscany
Milan: Duchy of Milan
Turin: Duchy of Savoy
Venice: "Serenissima" Republic of Venice (btw, what's english for "Serenissima"? Maybe "The shinest"?)
Naples: Kingdom of Naples
Rome: Kingdom of Italy, Papal State, Italian Republic, based on civics
 
I know. Lombard League is the name for Italy when running Republic in the Medieval and Renaissance eras. The names you mention are mostly already in the game and apply when it is running monarchical civics.
 
I know. Lombard League is the name for Italy when running Republic in the Medieval and Renaissance eras.
So, when is it called "Italian Maritime Republics"? I though this was the name when running Republic in Medieval and Renaissance eras and not "Lombard League".
 
So, when is it called "Italian Maritime Republics"? I though this was the name when running Republic in Medieval and Renaissance eras and not "Lombard League".
While a city state and at war Italy ends with League and the Maritime Republics during peacetime

While a non empire city state at war, Italy is known as Lombard
Code:
elif iCiv == iItaly:
        if bCityStates:
            if bWar:
                return "TXT_KEY_CIV_ITALY_LEAGUE"
              
            return "TXT_KEY_CIV_ITALY_MARITIME_REPUBLICS"

Code:
elif iCiv == iItaly:
        if bCityStates and bWar:
            if not bEmpire:
                return "TXT_KEY_CIV_ITALY_LOMBARD"
 
It's Lombard League when you're at war.
 
It's Lombard League when you're at war.
It makes sense!
I did not consider war for naming, but now i realize you did the right thing.
As i wrote above, "Lombard League" was the name of the alliance of italian city states against the emperor.

Thanks to 1SDAN for showing the code: i'll have a look.
 
Hi Leo,
I was reading the thread "Disable event log messages" and it reminded me of something. I would like to request the addition of a notification for:

- other CIVs that started the construction of "Great Wonder".

- After the movement of all units on the turn, a notification of Workers in stacks that have not yet done any work (I always like to set up groups of 5 workers to perform inprovements in a single turn, but when I use this group for roads the fifth it usually goes without work because I pass the turn and forget about it) (and this notification could remain until the turn passed, and not disappear with time)

- In addition to the notification of the resources that the civs accept to trade, also put the "gold per turn" they have available (there are times when I think the "gold per turn" is more important than the available resources)
to avoid excessive notifications, a minimum of 3 GPT could be placed to have the notification, or the user can specify a minimum number, because when I play in 3000BC scenarios, 1GPT is too much and I would accept to exchange for any resource in excess that I had. but in the 1700AC scenarios, I think that less than 3GPT would only fill the screen with notifications and would not bring me any interesting information.
(For example: Byzantium will trade Dye, Wine, 7GPT)
 
Hi Leo,
I was reading the thread "Disable event log messages" and it reminded me of something. I would like to request the addition of a notification for:

- other CIVs that started the construction of "Great Wonder".

- After the movement of all units on the turn, a notification of Workers in stacks that have not yet done any work (I always like to set up groups of 5 workers to perform inprovements in a single turn, but when I use this group for roads the fifth it usually goes without work because I pass the turn and forget about it) (and this notification could remain until the turn passed, and not disappear with time)

- In addition to the notification of the resources that the civs accept to trade, also put the "gold per turn" they have available (there are times when I think the "gold per turn" is more important than the available resources)
to avoid excessive notifications, a minimum of 3 GPT could be placed to have the notification, or the user can specify a minimum number, because when I play in 3000BC scenarios, 1GPT is too much and I would accept to exchange for any resource in excess that I had. but in the 1700AC scenarios, I think that less than 3GPT would only fill the screen with notifications and would not bring me any interesting information.
(For example: Byzantium will trade Dye, Wine, 7GPT)
That last request is available now FYI. I believe it's in the BUG settings, and you can customize at how much GPT the notification pops up.
 
I’m currently studying 19th and 20th century Japan, and I think the zaibatsu would be better represented as a replacement to the trading company rather than the factory. Zaibatsu were conglomerates of different industries, analogous to Amazon, Apple, or Disney nowadays, or perhaps the various East India companies of centuries prior. My suggestion would be to give Japan a conquerors event upon construction of the zaibatsu, but have the zaibatsu available 1-2 columns later than the trading company. This would also I think help alleviate how luck-dependent the Japan UHV is. Maybe have the event trigger war with China/Portugal/France (and their defensive pact allies) and spawn naval units? There’s probably other bonuses/maluses you could give the zaibatsu, but a factory replacement that gives commerce from water tiles is neither historically accurate nor particularly helpful imo.
 
Hey, thanks for the nice words. I'm glad you're enjoying the mod.
 
Yes, in my opinion some existing UHVs weren't that hard to complete, so I tuned them more around my personal perceptions of difficulty.
 
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